Kill snake on collision with itself.
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0e72331f45
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@ -18,11 +18,15 @@ class Snake(GameObject):
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def __collides_with_wall(self, obj: GameObject):
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def __collides_with_wall(self, obj: GameObject):
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return isinstance(obj, Wall) and self.get_bounding_boxes()[0].collidelist(obj.get_bounding_boxes()) > -1
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return isinstance(obj, Wall) and self.get_bounding_boxes()[0].collidelist(obj.get_bounding_boxes()) > -1
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def __collides_with_self(self, obj: GameObject):
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return isinstance(obj, Snake) and self.get_bounding_boxes()[0].collidelist(obj.get_bounding_boxes()[1:]) > -1
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def __update_on_collision(self, game_objs: list[GameObject]) -> None:
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def __update_on_collision(self, game_objs: list[GameObject]) -> None:
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for obj in game_objs:
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for obj in game_objs:
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if self.__collides_with_wall(obj):
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if self.__collides_with_wall(obj) or self.__collides_with_self(obj):
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self.__is_dead = True
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self.__is_dead = True
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@ -34,11 +38,12 @@ class Snake(GameObject):
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if not self.__is_dead:
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if not self.__is_dead:
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self.__update_on_collision(game_objs)
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self.__update_on_collision(game_objs)
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self.__state_machine.update(user_input)
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if not self.__is_dead:
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new_head = self.__state_machine.get_state().get_next_head(self.__segments[0])
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self.__state_machine.update(user_input)
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new_head = self.__state_machine.get_state().get_next_head(self.__segments[0])
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self.__segments.insert(0, new_head)
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self.__segments.pop()
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self.__segments.insert(0, new_head)
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self.__segments.pop()
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def get_bounding_boxes(self) -> list[pygame.rect.Rect]:
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def get_bounding_boxes(self) -> list[pygame.rect.Rect]:
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return [seg.get_bounding_boxes()[0] for seg in self.__segments]
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return [seg.get_bounding_boxes()[0] for seg in self.__segments]
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